using System;
using Server;

namespace Server.Items
{
    public class MarkOfTravesty : SavageMask, ITokunoDyable
	{
		public override int LabelNumber{ get{ return 1074493; } } // Mark of Travesty
		
		public override int BasePhysicalResistance{ get{ return 8; } }
		public override int BaseFireResistance{ get{ return 5; } }
		public override int BaseColdResistance{ get{ return 11; } }
		public override int BasePoisonResistance{ get{ return 20; } }
		public override int BaseEnergyResistance{ get{ return 15; } }
	
		[Constructable]
		public MarkOfTravesty() : base()
		{
			Hue = 0x495;
			
			Attributes.BonusMana = 8;
            //Attributes.RegenHits = 3;
			
			ClothingAttributes.SelfRepair = 3;
			
			switch( Utility.Random( 15 ) )
			{
				case 0: 
					SkillBonuses.SetValues( 0, SkillName.EvalInt, 10 );
					SkillBonuses.SetValues( 1, SkillName.Magery, 10 );
					break;
				case 1: 
					SkillBonuses.SetValues( 0, SkillName.AnimalLore, 10 );
					SkillBonuses.SetValues( 1, SkillName.AnimalTaming, 10 );
					break;
				case 2: 
					SkillBonuses.SetValues( 0, SkillName.Swords, 10 );
					SkillBonuses.SetValues( 1, SkillName.Tactics, 10 );
					break;
				case 3: 
					SkillBonuses.SetValues( 0, SkillName.Discordance, 10 );
					SkillBonuses.SetValues( 1, SkillName.Musicianship, 10 );
					break;
				case 4: 
					SkillBonuses.SetValues( 0, SkillName.Fencing, 10 );
					SkillBonuses.SetValues( 1, SkillName.Tactics, 10 );
					break;
				case 5: 
					SkillBonuses.SetValues( 0, SkillName.Chivalry, 10 );
					SkillBonuses.SetValues( 1, SkillName.MagicResist, 10 );
					break;
				case 6: 
					SkillBonuses.SetValues( 0, SkillName.Anatomy, 10 );
					SkillBonuses.SetValues( 1, SkillName.Healing, 10 );
					break;
				case 7: 
					SkillBonuses.SetValues( 0, SkillName.Ninjitsu, 10 );
					SkillBonuses.SetValues( 1, SkillName.Stealth, 10 );
					break;
				case 8: 
					SkillBonuses.SetValues( 0, SkillName.Bushido, 10 );
					SkillBonuses.SetValues( 1, SkillName.Parry, 10 );
					break;
				case 9: 
					SkillBonuses.SetValues( 0, SkillName.Archery, 10 );
					SkillBonuses.SetValues( 1, SkillName.Tactics, 10 );
					break;
				case 10: 
					SkillBonuses.SetValues( 0, SkillName.Macing, 10 );
					SkillBonuses.SetValues( 1, SkillName.Tactics, 10 );
					break;
				case 11: 
					SkillBonuses.SetValues( 0, SkillName.Necromancy, 10 );
					SkillBonuses.SetValues( 1, SkillName.SpiritSpeak, 10 );
					break;
				case 12: 
					SkillBonuses.SetValues( 0, SkillName.Stealth, 10 );
					SkillBonuses.SetValues( 1, SkillName.Stealing, 10 );
					break;
				case 13: 
					SkillBonuses.SetValues( 0, SkillName.Peacemaking, 10 );
					SkillBonuses.SetValues( 1, SkillName.Musicianship, 10 );
                    break;
                case 14:
                    SkillBonuses.SetValues(0, SkillName.Provocation, 10);
                    SkillBonuses.SetValues(1, SkillName.Musicianship, 10);
                    break;
			}
		}

		public MarkOfTravesty( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			
			writer.Write( (int) 0 ); // version
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			
			int version = reader.ReadInt();
		}
	}
}

